[RELz/Beta] Weather: All Natural

Post » Thu Jun 24, 2010 9:49 pm

Original All Natural, up to version 0.6, by Chong Li.
All Natural 0.7 through to present by Wrinklyninja, Arthmoor, and Brumbek.

Description:

All Natural combines a robust custom weather system that allows the use of weather types from all existing weather mods with custom versions of Natural Interiors and Real Lights in order to provide the greatest weather/environment experience possible. The three segments of All Natural will be explained below:

1. Custom Weather System

The cornerstone of All Natural is unique weather system that includes a new regional weather script to keep the weather synced on interior/exterior switching and when fast traveling and a variety of optional features to help enhance and customize the user's weather experience. All Natural also allows you to choose from only vanilla weathers or from some or all the weather types from Natural Weather, Atmospheric Weather System, and Enhanced Weather.

2. Natural Interiors

Natural Interiors was originally created by Wormheart, and its purpose was to make it so interior locations such as houses and guilds would be affected by the weather outside and time of day, and to make it so interior locations had weather sounds inside very similarly to the original “Weather Inside” mod. To accomplish this, interior windows were made transparent and the sky outside now matched the exterior weather and time of day. The result is you can look out an interior window and see a sunset, stars, etc and also have the interior lighting level change based on it being sunny, cloudy, nighttime, etc, plus you can hear rain/storm sounds from within.Sadly, Natural Interiors was never finished and had some issues. However, All Natural now includes an improved and expanded version that cannot be found outside of All Natural. Also, the Natural Interiors segment of All Natural cannot be separated from All Natural, so you must use All Natural in full to benefit from the Natural Interiors segment.

3. Real Lights

Real Lights was an incredibly ambitious project by Josef K. which aimed to replace all the fake lighting (invisible lights with no actual light source) with real lights with real light sources. For example, with Real Lights locations have candles or other light sources that emit light instead of generic white light coming from mid-air.Sadly Real Lights was abandoned long ago and has some issues with save game bloating. However, the mod has now been included in All Natural and has been recently updated to fix all the problems it previously had. The All Natural version of Real Lights is the most updated and safe version of Real Lights and no one should use the older stand-alone version. The Real Lights segment of All Natural is the only segment you can actually use independently, so even if you want to use, say, Enhanced Weather, you can use the Real Lights plugin from All Natural. Instructions on how to do this are included in the installation section of this guide.

http://www.tesnexus.com/downloads/file.php?id=18305 v0.9.9.5 @ TES Nexus
http://www.moddb.com/mods/all-natural-weather v0.9.9.5 @ ModDB

A patch for Nascosto Isles to bring the sky coloration in line with the values used by All Natural is included.
A patch to provide transparent window meshes for Kvatch Rebuilt is included.
There is also an extensive filter for interior weather to apply to various mods.

http://www.gamesas.com/index.php?showtopic=1088926

Beta 0.9.9.5

* Updated Tamriel and SI weather scripts with fixes for various bugs, including fast weather switching, Oblivion Gate weather getting stuck and instant weather changes.
* Fixed weather de-sync in SI and fixed interior/exterior switches stopping the weather from changing between regions properly.
* Support for BAIN wizards has been added.
* HDR lighting values for clear weather have been adjusted to be less bright.
* Added detection of fast travel mods such as Cyrodiil Travel Services to Tamriel and SI weather scripts.
* Added check to change weather when it is raining and the player moves to a high altitude snowy region.
* Replaced plugin/quest-stage combination weather selection method with an array based method for both Tamriel and SI, and replacing weather plugins with ini settings for selecting weathers from NW, AWS and EW.
* Optimised all scripts.
* Fixed lightning flashes in a NoWindows weather.
* Fixed cell flags in The Bloated Float to fix interior weather there.
* Fixed Kvatch Rebuilt compatibility.
* Removed dummy Oblivion cell as it is no longer required.
* Added Natural Interior effects to SI's New Sheoth Palace.
* Updated a number of weathers, updating some EditorIDs, removing some duplicates and fixing sounds, colouration and classifications.
* Added BAIN Wizard installation file for simplified installation using BAIN.
* Removed silence from the end of some interior weather sounds so they loop better.
* Removed a number of duplicate sound entries.
* Replaced AWS weather textures with those updated in AWS 2.5.
* Removed meshes\sky\stars.nif from BSA, as it was not required.

Beta 0.9.9

* Fixed weather script compatibility with Elsweyr and Better Cities, improved fast travel weather behavior, and fixed a few bugs in the weather script.
* Added full interior and exterior support for Oblivion Gate weather in Cyrodiil, and individually customizable weather chances for each weather type in Cyrodiil and SI.
* Tweaked a large number of weathers for better lighting, and a fixed a few anomalies in some others.
* Adjusted lighting in the Perception dreamworld so the path isn't completely obscured.
* Removed flame from Elder Council chamber.
* Chorrol interior meshes are now completed.
* Added the following meshes:
Spoiler
chorrol\interior\chandelierhangingrod02AN.nif
chorrol\interior\chorrolfgchorrolinterior01.nif
chorrol\interior\chorrolfgtowerinterior01.nif
chorrol\interior\chorrolfightersguild01AN.nif
chorrol\interior\chorrolfightersguildhallinterior01.nif
chorrol\interior\chorrolhousemiddle01interior.nif
chorrol\interior\chorrolhousemiddle02interior.nif
chorrol\interior\chorrolhousemiddle03interior.nif
chorrol\interior\chorrolhousemiddle04interior.nif
chorrol\interior\chorrolhousemiddle05interior.nif
chorrol\interior\chorrolhousemiddle06interior.nif
chorrol\interior\chorrolhousemiddle07interior.nif
chorrol\interior\chorrolhousemiddle08interior.nif
chorrol\interior\chorrolhousemiddle09interior.nif
chorrol\interior\chorrolhouseupper01interior.nif
chorrol\interior\chorrolhouseupper02interior01.nif
chorrol\interior\chorrolhouseupper02interior02.nif
chorrol\interior\chorrolhouseupper02interior03.nif
chorrol\interior\chorrolhouseupper03interior.nif
chorrol\interior\chorrolhouseupper04interior01.nif
chorrol\interior\chorrolhouseupper04interior02.nif
chorrol\interior\chorrolhouseupper04interior03.nif
chorrol\interior\chorrolmageguildbottomstory.nif
chorrol\interior\chorrolmageguildmiddlestory.nif
chorrol\interior\chorrolmageguildtopstory.nif
chorrol\interior\chorrolmguildwallupper02AN.nif


Beta 0.9.8

* Patch included for Gates to Aesgaard (episode 1) to adjust the weather properly.
* OMOD installation script fixed.
* Fixed the skydome texture that was turning pink for some users.
* Fixed the floor in Rosethorn Hall (skhouseupperint04.nif) that was messed up due to a faulty mesh.
* Real Lights work fully completed in all dungeons and other interior cells.
* Fixed non-transparent windows in the Temple of the One for the post-MQ model.
* Added visible decorations outside the windows of the Temple of the One interior.
* Fixed SI weather sticking or changing to the wrong weather type.
* Fixed scripts preventing weather from changing while waiting/sleeping.
* Optimized weather scripts for Tamriel and SI.
* Fixed All Natural changing the weather in new worldspaces and their interiors.

Beta 0.9.7

* Many improvements and tweaks to Real Lights, too many to list. In general, the entirety of the Imperial City, Anvil, Bravil, Bruma, all sewers and caves below the Imperial City, and some scattered other places nearby like Vilverin.
* Full Shivering Isles weather support (but no natural interiors support for SI yet).
* Fixed Imperial Temple interior graphical problem where the city outside the windows was way too high up and would look wacky when jumping.
* Added full Natural Interiors support for Kvatch Rebuilt by including edited meshes in the archive and updating the filter patch to include Kvatch Rebuilt. Make sure to install the .esp, meshes, and use the filter patch to make Kvatch Rebuilt work as intended.
* Fixed bugs in GaussianNumberGenerator function.
* Fixed bugs with weather script, including IC district transition not being detected and weather remaining stormy in kvatch after the battle.
* A couple of bugs fixed in SI weather script to do with New Sheoth detection.
* Minor aesthetic changes to the console output of the init scripts.
* Added patches for Kvatch Rebuilt and Gates To Aesgaard 2, both fixing bugs in the mods that break the weather in general. These patches may hopefully be merged into updated versions of both quest mods in the future.
* Added variable weather volatility for Tamriel and SI and parameters to ini.
* Added timescaled weather functionality which is buit-in and controlled by the above feature.
* Fixed the following meshes:
chorrol\interior\chorrolmageguildbottomstorychorrol\interior\chorrolmageguildmiddlestorychorrol\interior\chorrolmageguildtopstory


* Fixed the following SI meshes, as above.

Spoiler
Architecture\City\Dementia\DementiaInteriors\DementiaHouse01Interior.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouse01InteriorTop.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouse02Interior.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouse02InteriorTop.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouse03Interior.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouse03InteriorTop.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouse04Interior.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouse04InteriorTop.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouse05Interior.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouse05InteriorTop.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouse06Interior.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouse06InteriorTop.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouse07Interior.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouseInn01Interior.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouseInn01InteriorTop.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouseLower01Interior.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouseLower01InteriorTop.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouseLower02Interior.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouseLower02InteriorTop.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouseLower03Interior.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouseLower03InteriorTop.NIF
Architecture\Settlements\HouseDementia01Interior.NIF
Architecture\Settlements\HouseDementia02Interior.NIF
Architecture\Settlements\HouseDementia03Interior.NIF
Architecture\Settlements\HouseDementia04Interior.NIF
Architecture\City\Mania\LCManiaHouseInt01.NIF
Architecture\City\Mania\LCManiaHouseInt02.NIF
Architecture\City\Mania\LCManiaHouseInt03.NIF
Architecture\City\Mania\LCManiaHouseInt04.NIF
Architecture\City\Mania\LCManiaHouseInt06.NIF
Architecture\City\Mania\LCManiaHouseInt06Top.NIF
Architecture\City\Mania\LCManiaHouseInt07.NIF
Architecture\City\Mania\LCManiaHouseInt07Top.NIF
Architecture\City\Mania\LCManiaHouseInt08.NIF
Architecture\City\Mania\LCManiaHouseInt08Top.NIF
Architecture\City\Mania\LCManiaHouseInt09.NIF
Architecture\City\Mania\ManiHouseINT01.NIF
Architecture\City\Mania\ManiHouseINT01UP.NIF
Architecture\City\Mania\ManiSmity01INT.NIF
Architecture\City\CityWalls\SESacellum ArdenSulTowerInterior.NIF

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Logan Greenwood
 
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Post » Thu Jun 24, 2010 7:12 pm

Following something Arthmoor brought up in a PM:

Currently, if you're in the mountains and it's snowing, when you go back down to the lowlands, the weather will change to prevent it from snowing where it shouldn't. Arthmoor thought that the weather would also go the other way: if it was stormy and you went up a mountain, it would turn snowy. I think this would be a pretty good thing to have, so I'm going to have a go at doing that. I'm also thinking of going a bit futher:

Altitude transitions will cause a weather change between corresponding levels of precipitation: going up, this will be rainy->snowy, stormy->heavy snow (no actual weathers like this, but it's something I want to do) and going down, it will be snowy->rainy, heavy snow->stormy. If the weather has no precipitation, it won't change.

I'm also thinking of stopping you from getting foggy weather at high altitude, as it's something I've never seen myself, but I'm not so sure on this.

To clarify, high altitude = Jerall and Valus mountain ranges.

It's going to make things a bit more complicated to do and I may have to create a new catagory to deal with the distinctions involved, but I think that if it works out, it'll be pretty neat. Any thoughts?


I could have sworn that weather would transition to an appropriate cold climate variety at some point. There's even code in the script for specifically choosing snow in Bruma. Is it possible we broke something along the way to keep that from working or was that code never working to begin with?

Either way, obviously I approve of getting this to work since it felt very out of place for a raging thunderstorm at sea level to follow me all the way up to Frostcrag Spire where there's nothing but snow and ice :)
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Rudy Paint fingers
 
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Post » Thu Jun 24, 2010 5:28 pm

I could have sworn that weather would transition to an appropriate cold climate variety at some point. There's even code in the script for specifically choosing snow in Bruma. Is it possible we broke something along the way to keep that from working or was that code never working to begin with?

Either way, obviously I approve of getting this to work since it felt very out of place for a raging thunderstorm at sea level to follow me all the way up to Frostcrag Spire where there's nothing but snow and ice :)


The code works, but it will only work when a new weather selection comes around, and that doesn't happen when you change altitude, only when the time for a change comes around. In any case, I'm going to work on this, since it's a fairly big thing. Looking at the script, it would appear that Chong Li had similar ideas, as in high altitude/deep winter places there is no chance of fog, rain or storms. I think that rather than force a specific precipitation change, I'm going to leave it to choose the weather itself, as they're almost roughly equal chances, and you could go beyond the storm/rain IRL, so the chances are suitable. I'll update the definitions of the affected areas though. Less work for me. :D

EDIT: You can remove the SI Palace mesh list from the OP, I think, since Brumbek's done that, and it'll be included next version.

EDIT 2: OK, that's that implemented. Now, if you enter a high-altitude place and it is raining, the weather will change to a clear, cloudy or snowy weather. That's in addition to the current 'if it is snowing and you leave these regions, the weather will change'.

Still to do:
- Take a look at nerfing HDR some more.
- Take a look at interior sounds balance and realisticness, is wind really audible indoors?
- Fix SI weather de-sync.
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Sudah mati ini Keparat
 
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Post » Thu Jun 24, 2010 10:20 pm

Meant to add this earlier, but....

If you don't think high altitude locations can get fog, you need to visit the California mountains. Best example of that I have was coming home from a trip to Sacramento. Decided to come home by way of the back roads over Wrightwood. Once we got up on the mountain, a fog bank rolled in, and I literally had to open my car door to look down at the lines on the road while my friend had his head out the window scanning for somewhere to pull off the road. So thick we couldn't even see the front of the car AT ALL. So fog is a definite possibility even in high mountains and I don't think it's out of place in the Jerall's either. In fact, a cold looking fog would be really neat to see.

Foggy weather in general in Oblivion is pretty cool but for some reason doesn't seem to come up much.

Also, yeah, the SI Palace stuff is absolutely incredible.
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Emma Parkinson
 
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Post » Thu Jun 24, 2010 2:33 pm

Fair enough then. I'll tweak the script chances to allow for fog in winter/high places.
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Rebecca Clare Smith
 
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Post » Thu Jun 24, 2010 4:29 pm

Not sure where you're going with the wind being audible indoors... obviously, it should sound muffled, but I think you should still be able to hear it. I don't really notice wind even outdoors unless it's REALLY windy... and in that case, I think it really adds atmosphere to be able to hear it when indoors.

[EDIT] Also, the new features you guys are tossing around for the next release sound really cool :goodjob:
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rheanna bruining
 
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Post » Fri Jun 25, 2010 1:35 am

Is there any chance to get some screenies of the palace meshes? :3

Can't wait to try out the new altitude stuff. Gonna be fun to see rain freeze as you get higher, and it makes sense.
I also want to point out that I havn't had a problem with weather sounds. I can tell you that once you get into house you can't really hear the wind anyways, but I can hear the wind just fine. I can also hear the thunder too. So indoor sounds work fine for me...
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Jennifer May
 
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Post » Thu Jun 24, 2010 2:11 pm

Is there any chance to get some screenies of the palace meshes? :3

Can't wait to try out the new altitude stuff. Gonna be fun to see rain freeze as you get higher, and it makes sense.
I also want to point out that I havn't had a problem with weather sounds. I can tell you that once you get into house you can't really hear the wind anyways, but I can hear the wind just fine. I can also hear the thunder too. So indoor sounds work fine for me...


There's a video on the Nexus page. Not in HD (:(), but still very nice. I'll be in SI for a bit, so maybe I'll make one too. Brumbek also mentioned something about a video collage for 1.0, but that's not for a while yet. That reminds me that I need to get more media of interior effects and stuff.

I can't wait to see Brumbek's textures for AWLS in SI though, they look super-cool. :drool:
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Rebecca Dosch
 
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Post » Thu Jun 24, 2010 1:01 pm

Very nice video. Can't wait to see those for myself :3!!!

I remember at one point Brumbek saying that he was done with making the windows, and that he wouldn't do SI.
Has anyone lined up to do the SI meshes, or perhaps Brumbek has changed his mind?
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SUck MYdIck
 
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Post » Thu Jun 24, 2010 11:11 am

Very nice video. Can't wait to see those for myself :3!!!

I remember at one point Brumbek saying that he was done with making the windows, and that he wouldn't do SI.
Has anyone lined up to do the SI meshes, or perhaps Brumbek has changed his mind?


I'm pretty sure he's still on to do SI, though it will be done more slowly than Tamriel was. The Palace was (by the looks of it) the trickiest bit to do, what with the heaps of outside stuff he had to add and all. We don't have anyone else lined up, in any case.
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Beth Belcher
 
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Post » Thu Jun 24, 2010 10:44 pm

- Take a look at interior sounds balance and realisticness, is wind really audible indoors?

yes. wind is always misunderstood.
http://www.youtube.com/watch?v=2mTLO2F_ERY
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Adam Kriner
 
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Post » Thu Jun 24, 2010 8:03 pm

Also, yeah, the SI Palace stuff is absolutely incredible.

Yeah, it ain't bad. ;)

I can't wait to see Brumbek's textures for AWLS in SI though, they look super-cool. :drool:

Thanks. Alright, I guess I'll finish them and release my pack. It won't take long at all. Also, I'm planning on adding to my pack AWLS versions that replace the All Natural textures, for those of us who use both mods. I mean currently if you use exterior windows with curtains you don't get curtains in the interior. I'm going to give the user the option to have that. Likewise, for my new SI Palace exterior textures, I'll add interior versions that work with All Natural. That is the plan. I think it should all work pretty well.

I remember at one point Brumbek saying that he was done with making the windows, and that he wouldn't do SI.
Has anyone lined up to do the SI meshes, or perhaps Brumbek has changed his mind?

Brumbek sometimes says things in anger and later must deny everything. I still plan on doing the SI house meshes. Some of them will be actually fairly annoying to do...I should set myself a goal of doing it all by the end of June. That should hopefully be around the time 1.0 is possibly close.
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Carlitos Avila
 
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Post » Thu Jun 24, 2010 5:12 pm

I think I've just about finished sorting out the problems with the SI weather. Pretty much the only obstacle left now (I hope :P) is figuring out what the weather should do when you enter a new region and it starts to change, but then you enter an interior before the weather has finished changing. Currently, the weather is set to what it was transitioning from, which means that you'll then be stuck with that region until you change region again or the time for a new weather comes around. What would make sense is to have it be repeated until it manages to fully complete, so now I've got to figure out a neat way of doing that.

Yeah, it ain't bad. ;)


Thanks. Alright, I guess I'll finish them and release my pack. It won't take long at all. Also, I'm planning on adding to my pack AWLS versions that replace the All Natural textures, for those of us who use both mods. I mean currently if you use exterior windows with curtains you don't get curtains in the interior. I'm going to give the user the option to have that. Likewise, for my new SI Palace exterior textures, I'll add interior versions that work with All Natural. That is the plan. I think it should all work pretty well.


Brumbek sometimes says things in anger and later must deny everything. I still plan on doing the SI house meshes. Some of them will be actually fairly annoying to do...I should set myself a goal of doing it all by the end of June. That should hopefully be around the time 1.0 is possibly close.


Those plans sound pretty nice, I could definitely see myself putting such textures to good use. :)

End of June is a pretty optimistic estimation for 1.0, considering in about a month we have 0.9.9.5 to release, and then you have to wait the ages that it will take me to properly go through all the weathers, as well as fixing the million odd bugs that will be reported. :P

Saying that though, I can see 0.9.9.5 being ready for release in about a week. I don't want to rush myself to get it out sooner, due to my focus RL exams (still!). They're over by mid next week though.
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Katie Samuel
 
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Post » Thu Jun 24, 2010 7:57 pm

Small media update:

I took some screenshots of some a few weathers and SI interiors with different weathers, and have uploaded them to my http://s617.photobucket.com/albums/tt255/WrinklyNinja1/Oblivion%20Weather/. There's also about 25 pictures of the same 2 or 3 awesome cloud textures that I took a while back.

I'm a bit stuck ATM with stopping lightning flashes in NoWindows interior weathers, because the lightning colour system seems to make no sense at all. You'd think that if setting the colour to 0 gave you dark flashes, then setting the colour to equal the ambient lighting colour (which is the only other scene lighting) would make them seem to disappear, but no. It seems that it's a directional light, and it's casting a shadow, so I can't seem to get a colour value where it's cancelled out, because it's messing with relative brightness and not just overall brightness. But then why have 0 give you dark flashes? If anything, that should mean no light cast, and so no shadows or anything. :banghead:

So yeah...

I also had a listen to the interior weather sounds with just AN loaded, and everything sounds well balanced to me. I'll try with MIS low wind once I've gotten past the lightning issue.
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Genocidal Cry
 
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Post » Fri Jun 25, 2010 1:38 am

A small problem, the gate storm just doesn't go away. It's been over one (in game) day since i closed a gate and the storm just keep going. sw command doesn't seem to do anything, fw changes the weather, but it returns the gate strom as soon as i switch cells. Can this be helped?
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Tammie Flint
 
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Post » Thu Jun 24, 2010 11:20 pm

A small problem, the gate storm just doesn't go away. It's been over one (in game) day since i closed a gate and the storm just keep going. sw command doesn't seem to do anything, fw changes the weather, but it returns the gate strom as soon as i switch cells. Can this be helped?


Go up to another gate, and then go away from it. Try to avoid closing gates until 0.9.9.5 is out.
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Georgia Fullalove
 
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Post » Thu Jun 24, 2010 10:28 am

I personally don't really like the inside wind sounds too much. I dunno. And I liked Weather Inside's rain sounds.

Perhaps wind sounds can be muffled while inside, instead of just sounding quiet like they do now.
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XPidgex Jefferson
 
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Post » Fri Jun 25, 2010 2:05 am

I personally don't really like the inside wind sounds too much. I dunno. And I liked Weather Inside's rain sounds.

Perhaps wind sounds can be muffled while inside, instead of just sounding quiet like they do now.


Are you using MIS/OSSO/S&S?

I've just gone through the weather sounds with them installed (but with the MIS and S&S esps inactive), and they sound just fine to me. Perhaps they could be done better, but not by me. :shrug: In any case, I had to redo a lot of the sounds for the next version, so hopefully they're better now. If your main grip is the whistling wind noise as opposed to the lower frequency stuff, that's mostly gone, I think.

I've still got to go through the sounds with all my sound mods active to see how they stack up then, but with only vanilla files replaced it sounds OK.

I'll reassess things after 0.9.9.5's release based on feedback, but I'm not changing anything else until you've all had a chance to hear what's been changed already. If things do need replacing further, then I'll do so, and I'll actually take the time to learn how to do some half-decent sound editing. I'll also take the opportunity in such a case to work off the best sounds available in the various replacer packs available. How's that sound? :)
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Brandi Norton
 
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Post » Thu Jun 24, 2010 5:34 pm

snip

No, not using any sound mods, just All Natural.

Yeah, I was bugged by the whistling wind. Glad that's going away.
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Genevieve
 
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Post » Fri Jun 25, 2010 12:00 am

My sound system must svck or I'm going deaf or something. Other than one or two isolated incidents I don't recall hearing wind loudly enough indoors to be noticeable, let alone annoying. I certainly can't hear it indoors now. Of course I can't hear the rain indoors either so that might tell you something :P
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CArlos BArrera
 
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Post » Fri Jun 25, 2010 2:08 am

Since it was brought up, I too am curious about the compatibility between the common OSSO+MIS+AO+S&S setup and All Natural. I've had multiple different experiences when using these mods, and it is usually different based on which BASH configuration I use. Sometimes it works, sometimes it doesn't. It's also not uncommon for one mod to work and another not to. I'm beginning to wonder if there are fundamental compatibility problems. Since All Natural seems to be the only storms and interior overhaul mod still active at this time, are there plans to improve compatibility on the scripting end at this time, or is there not much more that can be done?

...I have was coming home from a trip to Sacramento...
I'm sorry to hear about that... The traffic, overpopulation, and anti-social people must have been a tragic experience for you :(.
(Yeah, I live here. And yes, I hold a grudge).
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Jeremy Kenney
 
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Post » Thu Jun 24, 2010 12:58 pm

Since it was brought up, I too am curious about the compatibility between the common OSSO+MIS+AO+S&S setup and All Natural. I've had multiple different experiences when using these mods, and it is usually different based on which BASH configuration I use. Sometimes it works, sometimes it doesn't. It's also not uncommon for one mod to work and another not to. I'm beginning to wonder if there are fundamental compatibility problems. Since All Natural seems to be the only storms and interior overhaul mod still active at this time, are there plans to improve compatibility on the scripting end at this time, or is there not much more that can be done?

I'm sorry to hear about that... The traffic, overpopulation, and anti-social people must have been a tragic experience for you :(.
(Yeah, I live here. And yes, I hold a grudge).


The mods don't conflict with each other AFAIK. That said, it's been a very long time (6+ months) since I last loaded Oblivion up with anything but test plugins, so I can't really tell. The mods should just do their own thing though, if they're scripted. If they add sounds to objects, then that'll have a chance to conflict, but the scripting should be fine, and All Natural does things in a completely different way to the rest of them. :shrug:
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Lisa Robb
 
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Joined: Mon Nov 27, 2006 9:13 pm

Post » Thu Jun 24, 2010 3:16 pm

OSSO, MIS, and AO are all just sound file overhauls, right? I use OSSO myself, but I don't remember if it had more than just the sound files I plucked out and put into my BSA repacks. It all works fine either way though. All of the sound included with All Natural is in its own folder and is only applied to interior weather effects so it shouldn't have any impact beyond that.

The trip to Sacramento wasn't any of that for me, I've been there twice, and if you knew anything about how overpopulated, anti-social, and traffic-clogged the LA area is, you'd realize Sacramento is a slice of heaven by comparison. :)
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Robert Bindley
 
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Post » Thu Jun 24, 2010 10:06 pm

OSSO, MIS, and AO are all just sound file overhauls, right? I use OSSO myself, but I don't remember if it had more than just the sound files I plucked out and put into my BSA repacks. It all works fine either way though. All of the sound included with All Natural is in its own folder and is only applied to interior weather effects so it shouldn't have any impact beyond that.
OSSO is pure sound files, and and AO doesn't seem to have much conflict with All Natural. By far the most conflicting issues I seem to find come from MIS and Storms & Sounds. It's no surprise to me, as they significantly modify the same aspects that All Natural is known for (interiors and weather).
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Yama Pi
 
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Post » Thu Jun 24, 2010 2:11 pm

Lightning inside is still being a serious pain in the neck. It seems to be implemented as a directional light that, when applied, removes the current (at least ambient type-) lighting, and is then applied, which is why setting lightning colour to 0,0,0 makes the screen go black when it strikes. Until 13,13,13, the screen is only darkened, whereas at 13+ the light starts to apply shadows as well, so it's not possible to get a colour which doesn't affect the current scene. Who the hell though that would be a good idea when designing the game, I don't know, but it's making things very difficult, if not downright impossible, for me. What is wrong with applying lightning on top of other scene lighting? That would have saved all the trouble I'm going through.

Now I've got to find out if any of the other colour types are unaffected by lightning and are useable, or I'll have to think up a completely different approach to NoWindows interiors. :(

EDIT: I tried decreasing the ambient lighting and lightning colour to 10,10,10, but now the lightning gives slightly white flashes. How the heck does that work?!? It's not got anything approaching the light levels required for white to show up. :swear: :banghead:

EDIT 2: Looks like it'll have to be scripted like S&S's interior sounds are. :sigh: That's just going to be messy, getting all the timing logic right. I was quite pleased with how neat interior weather was being handled...

The only good news is that the recently released Tamriel Transportation Network by statttis works with the changes I've made to the fast travel detection for the next version.
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Cody Banks
 
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